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Post by crazygambit on Jan 10, 2012 10:14:41 GMT -5
I just don't like the card played as a ressource booster. I understand it can be a gamble some players may like to take, but I won't. If I have to play it, I'll keep it in my hand until I need it to pay Juno, before a Pilfer Supplies for RI, or if I have 2 Merchants Guild in play. Starting with it, no thanks. I won so many games because of my opponent starting this way (especially when I was playing my Nicodeck a lot). I don't like either of the Knowledge cards. Knowledge has a price, like it was mentioned is super risky early game and it's a dead card late game. Maybe it would have a place in a resource denial/discard deck where you could negate the card advantage you give almost immediately. Knowledge is Power, sounds good in theory and cantrips are good in Magic, but here I find it's just too damn slow. It takes half a day for it to resolve, so if you think you're thinning your deck think again. Sure it'll thin your deck, but at a huge expense of tempo. Late game this can be deadly and early game I'd rather play pretty much anything else that has an effect on the board. Compare to the Blue and Black tutors. Those are much, much better, since you control what you get and have the same stats otherwise. The one that draws 2 and discards 1 is much better IMO, though I still don't find much space for it in any of my decks. Sure, it doesn't give you +1, but it's much better mid game, letting you get trade your dead cards for something better. If you want to thin your deck, Tactical Upheaval is much better, provided you play an agent heavy deck. Otherwise it's too situational.
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Post by The Rancord on Jan 10, 2012 10:34:34 GMT -5
Dont forget that the black/blue tutors force me to include enough cards I can search for in my deck. And green doesnt have alot of boost.
Sure it takes 1.5 Days to get a gold advantage from this card. But usually u can easily calcculate, when to use it, so the temporary -1 Gold doesnt matter.
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Post by crazygambit on Jan 10, 2012 11:10:25 GMT -5
Dont forget that the black/blue tutors force me to include enough cards I can search for in my deck. And green doesnt have alot of boost. Sure it takes 1.5 Days to get a gold advantage from this card. But usually u can easily calcculate, when to use it, so the temporary -1 Gold doesnt matter. But it does matter. Cantrips are good in magic because if you top deck them in the end game you can play it and also draw another card, which you'll probably be able to play since mana won't be an issue by then. Here however you top deck Knowledge is Power and you're screwed. Since both you and your opponent draw at the same time you'll be half a day behind if he draws something useful. So late game it's not very good. Early game is not very good either if you're facing anything resembling rush. The tempo you give up is far too valuable IMO. Honestly I think it's massively overrated by people used to play Magic that haven't adapted yet to the subtleties of ACR's real time gameplay.
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Post by Brontobeuf on Jan 10, 2012 12:00:09 GMT -5
That's very defendable. I'm playing less and less Forced Charity for this very reason. But Scholar is not Crime, and they don't have access to that many ressource booster that can be as good as Knowledge is Power. Of course, you can add golden cards or your secondary color cards, but still, it's not always that easy. And the thining effect is not neglictible, you will slightly increase your chances to draw your 45 other cards if you play 5 of these. I stay on my position: you need a very good reason not to play them.
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Post by The Rancord on Jan 10, 2012 12:15:52 GMT -5
This is very situational reasoning actually. Of course He could draw cesare and I have knowledge and have to wait a day. On The other hand I could draw cesare and he could draw Dante.
But if im at a higher card count even in lategame, I can use it to go overall faster through my deck.
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Post by Tuism on Jan 10, 2012 15:34:21 GMT -5
You know Bronto, I just wanted to say that I went through my Cesare Salad deck and tweaked it according to your ideas here - at first I was sceptical about not having early boost... Then I played it twice, and I have more cards than I know what to do with and my opponent just never even had a chance. Only thing I wonder now is that I might not be as consistent against rush decks. Dude you ROCK
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Post by Brontobeuf on Jan 10, 2012 15:54:27 GMT -5
Thanks for the positive feedback!
If you finish all your games with too much car in hand, maybe you can afford a few ressources boosters. Try Some variations to see maybe.
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Post by Tuism on Jan 10, 2012 15:58:40 GMT -5
Hmmm that is true, that's what the financial advisors say - if you take your last breath on this earth with exactly no money in the bank, then you would have done your financial planning perfectly ok a bit morbid, but you get the point
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Post by Tuism on Jan 10, 2012 15:59:17 GMT -5
By the way one question - why do you say Honest Worker is worth +7? Cos he typically stays on the board for 2 turns before someone takes him out? (or you block with him)
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Post by Brontobeuf on Jan 10, 2012 17:23:05 GMT -5
It's not a fact. Just that in order to gain +3 every half a day, you need to have +12. But that's only when you have 0. Cnsidering that you have more than 0 when you play it, it becomes too hard for my lazy brain to calculate that correctly, so I rounded it to +6. Add the +1 given when cast, and you got the +7! The exact calculation when you launch it at 3, is too complex to evaluate (I tried, if someone wants to do it... ). But you will get its cost back half a day after you casted it. That's big. Joke aside, the little dude is really worth it when you have a sequence full of expensive memories (4 or 5 average cost), or a big draw power to supply.
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Post by The Rancord on Jan 12, 2012 9:27:34 GMT -5
Guys, especially Tuism, do not forget that a tempo loss can cost you the game, like getting into a card disadvantage can.
Control has a bigger chance of getting away, since the aggro deck needs to set the pace.
The concepts are way more complex than just card advantage.
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mana
Full Member
Posts: 367
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Post by mana on Jan 12, 2012 12:53:44 GMT -5
actually you could basically say "control = card advantage"... and this threat is about how to get the maximum control and speed possible at the same time out of your resource boosters.
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Post by The Rancord on Jan 12, 2012 12:56:56 GMT -5
control is actually having an answer for whatever your enemy plays And still you need to play a winner, wich means you need to have more cards than him
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mana
Full Member
Posts: 367
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Post by mana on Jan 13, 2012 11:49:20 GMT -5
thats what i meant
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Post by setzer777 on Jan 18, 2012 14:59:25 GMT -5
I just want to thank you for this guide. More than anything else it has greatly improved my deck construction. In the past I played far too many resource boosters because it just feels strong to empty your hand quickly. I avoid stacking them much now, unless it's a rush deck (in which case I try to make sure *every* other card can win a region on its own).
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